Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 44.1
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Uppdatering: 10 apr, 2022 @ 0:27

‼️ This version doesn't work with saved games made with Beta 15 and prior. ‼️
If you need to load Beta 15 save games you can download it here[drive.google.com].

Beta 16
  • Corrected and enabled built-in recoil system. Certain units now have a recoil animation similar to the one in Red Alert.
  • Rewrote of the aura (CommandoBuff) and shield systems. You are now able to create your own, see Aura Logic and Shield Logic settings inside rules_veterancy.ini for more informations.
  • Damage from C4, low power and tiberium now bypasses any shields.
  • The ECM tank will once again only fire at targets it can disable.
  • Fixed several cases wherein attack move was not reset properly.
  • Fixed several power related issues. Thanks to Nyerguds.
  • Fixed an issue where C4 was not working properly on EMP-disabled buildings.
  • Added BuildLimit setting for all techno types.
  • Added Recoilless setting for buildings and vehicles.
  • Added RecoilAnim to AudioVisual settings to globally toggle the recoil feature.
  • Added AttackMovePip to AudioVisual settings. When enabled an 'A' letter is shown when an unit attack moves.
  • Added ShakeScreen and ShakeScreenDivider to AudioVisual settings to let you control screen shaking when objects are destroyed.
  • Added Veterancy settings Mode and VeteranRatio to enable the classic way (by using the units cost) to level-up your units.
  • Added veterancy traits CRUSHER and GUARD_AREA.
  • Added TurretImage and TurretSize settings for vehicles. This allows you to mix and match different bodies and turrets.
  • Added weapon setting OmniFire which allows weapons to be fired without facing the target.
  • Added weapon setting CanFireOut which specifies whether this weapon can be fired when its wielder is inside a transporter or building.
  • Added weapon setting Charges and ChargeSound. These settings control charging logic when the weapon is used by buildings.
  • Added Powered setting to buildings, cash supply logic and SpecialWeapons which determines if power is needed to be functional.
  • Added DamageDelay to General settings. GameTicks between applying trivial structure damage when low on power.
  • Added RefundPercent to General settings. Percent of original cost to refund when building/unit is sold.
  • Added AirStrikeBuilding, IonCannonBuilding and NukeBuilding to SpecialWeapons settings. AirStrikeBuilding is currently not read in campaign.
  • Added C4Delay and C4Warhead to Combat settings.
  • ⚠️ Replaced Animations ini setting Width & Height with AnimSize=Width,Height.
  • ⚠️ Removed CommandoBuff and CommandoBuffRange Combat settings.
  • ⚠️ Renamed CashSupplyLogic to CashSupply.
⚠️ Please update your mod files accordingly if you have used these settings.

Uppdatering: 27 feb, 2022 @ 2:27

‼️This version doesn't work with saved games made with Beta 14.3 and prior.‼️
If you need to load Beta 14.3 save games you can download it here[drive.google.com].

Beta 15
  • Animation are now editable through the ini files. ⚠️ Due to this several animations had to be renamed.
  • Added ini settings for unit projectile launch points, PrimaryFireFLH / SecondaryFireFLH / VeterancyPrimaryFireFLH / VeterancySecondaryFireFLH.
    Read this[modenc.renegadeprojects.com] for more information about FLH.
  • Added VeteranCap and WeaponUnlockLevel settings to the Veterancy ini section.
  • Added ini setting VeterancySecondary for techno types.
  • Added ini setting Organic for techno types. Infantry, dinosaurs and the Visceroid are organic. Organics can't be disabled by EMP.
  • Added ini setting EMDuration for warheads. Base duration based on the EMPulseSparkles animation length, if you disable the animation then the EMP effect is also disabled.
  • Added ini setting EMSpreads for warheads. If the weapon has a damage component then it spreads to nearby objects if this setting is enabled.
  • ⚠️ Replaced ini setting TwoShooter with Burst which lets you specify the number of shots.
  • ⚠️ Renamed ini setting Legendary to VeterancyPrimary.
  • ⚠️ Fixed SetupDelay not working correctly. INI setting updated accordingly.
  • ⚠️ Renamed infantry ini setting Crawling to Crawls to be in line with other CnC titles.
  • ⚠️ Replaced projectile ini setting Animates with Trailer which holds an animation for smoke trails.
  • Reworked the modern sam feature, you can now manually deploy/undeploy the SAM site. Renamed the ModernSam ini setting to SamDeployable.
  • Infantry with enabled AvoidingTiberium setting will now try to avoid tiberium when searching for a path towards their target.‼️Only works with A* path finding enabled.
    CustomSkirmishAI from Hard onwards will also avoid tiberium. Removed AI ini setting TiberiumProof.
  • Fixed a problem wherein aircrafts and civilians were able to reveal terrain.
  • Corrected the absorption animation in rules_veterancy.ini.
  • Increased the possible maximum value of weapon Attack and ROF from 255 to 32,767.
  • Several hard-coded unit behaviour have been updated to better support INI settings.
⚠️ Please update your mod files accordingly if you have used these settings.

Uppdatering: 16 feb, 2022 @ 7:06

‼️ This version doesn't work with saved games made with Beta 14.2 and prior. ‼️
If you need to load Beta 14.2 save games you can download it here[drive.google.com].

Beta 14.3
  • Buildings can hold infantry and if enabled they may shoot out. Note: this won't work with all buildings because some already have some kind of load/unload logic.
    [GTWR] MaxNumberOccupants=2 CanOccupyFire=yes PipScale=Passengers

Uppdatering: 15 feb, 2022 @ 6:46

Beta 14.2
  • Removed Transporter ini setting, aircrafts/units are now transporters when the Passengers setting is greater than zero.
  • The game now supports custom transporters.
    The following example adds a passenger to the Light Tank and let it shoot out:
    [LTNK] Passengers=1 PipScale=Passengers OpenTopped=yes

Uppdatering: 15 feb, 2022 @ 2:14

Beta 14.1
  • Ini settings for anim, sound, weapon and prerequisite can now be cleared with "none".
    Example if you don't want a notification for heli reloading:
    [AudioVisual] HeliReloadSound=none
  • PROJECTILE upgrades now also need to specify the projectile to be replaced with the 'AppliesWhenSubX' setting.
  • Updated the rules_veterancy.ini file to fix the known issue from Beta 14.
  • Fixed TechUpgrades setting in General section not working.

Uppdatering: 14 feb, 2022 @ 4:28

‼️ This version doesn't work with saved games made with Beta 13 and prior. ‼️

⚠️ If you experience crashes with Beta 14 please try the following first:

  • Let steam check your game files.
  • Unsubscribe and resubscribe the mod.

If that doesn't help or you need to load Beta 13 save games you can download Beta 13 here[drive.google.com].

For more information about the rules system click here.

Beta 14
  • Added ini configuration support. (Code is based on Red Alert's ini file system.)
  • Rewrote upgrade system to support ini configuration.
  • Rewrote weapon system (Based on RA).
  • Several bug fixes within the veterancy system.
  • Slightly changed the veterancy level bonuses.
  • Added legendary weapon to Chem Warrior and Rocket Launcher.
  • Rebalanced legendary weapons.

Known Issues
  • Wrong Laser Orca and Radar guided missiles interaction in mission SCG72EA.

Uppdatering: 13 okt, 2020 @ 3:12

‼️ As announced earlier this month this version doesn't work with saved games made with Beta 12.4 and prior. ‼️

Beta 13
  • Added a cash supply feature to the super weapon buildings which will generate some money over time.
  • An option has been added which when disabled prevents the AI from selling damaged buildings.
  • Added an option to enable exp gain for support units.
  • Veterancy exp required per level and exp gain is now configurable within the MOD.INI.
  • Units will now flash and play an animation on level up.
  • Added an option the change how harvesters behave (use rally point or not) when they leave the weapons factory.
  • The friendly fire option will now disable the damage from the following exploding units: Flame Tank, Grenadiers, Flame Thrower and Chem Warriors.
  • Added an option to disable the explosion damage on certain units death. Use this option if you prefer to have friendly fire on but don't want exploding units.
  • Disabled the legacy renderer because many features this mod offer only work correctly with the remastered renderer.

Custom skirmish AI updates:
  • Added the original hard mode difficulty (which EA nerfed with an earlier patch) as new brutal difficulty to skirmish. Set SKIRMISH_DIFFICULTY_OVERRIDE to 3 to enable it.
  • Rewrote the building AI. The AI will now wait with the decision what to build next until the current building was placed. It now also checks if there is enough space for the building before starting construction.
    Added a fail safe to AI building placement, the AI will now try multiple times in different locations if the initial desired build location is blocked. This will fix the problem wherein the AI would otherwise become stuck.
  • Updated how the AI places their defensive buildings.
  • When units shuffle their position they now try to not block important buildings.
  • The AI now tries to fill their APCs with troops.
  • The AI can now offensively attack with helicopters.
  • AI controlled Commandos will now try to use their C4 to blow up buildings.
  • The AI will now instantly repair damaged buildings if they have some money.
  • The AI can now replace lost harvesters on hard difficulty.
  • The AI can now build the super weapon buildings and use super weapons when they are enabled.
  • The AI is now able to purchase building upgrades.
  • Replaced GETS_DOUBLE_CREDITS with BONUS_CREDITS which lets you set how much more credits the AI gets e.g. a value of 25 means they get 25% more credits. Set this to 0 to disable it.
  • Fixed a problem wherein the Nod AI wasn't building SAM sites.
  • Fixed a problem wherein the AI couldn't rebuild helicopters.
  • Fixed a problem wherein a building currently in construction fulfilled the requirements for another object.

New INI options
  • CASH_SUPPLY
  • PLAY_DOLLAR_ANIMATION
  • PLAY_KACHING_SOUND
  • FLASH_ON_LEVEL_UP
  • PLAY_LEVEL_UP_ANIMATION
  • ALLOW_SELL_BACK
  • BONUS_CREDITS
  • CASH_RESERVE
  • SUPPORT_UNITS_GAIN_EXP
  • IGNORE_RALLY_POINT
  • EXPLODING_UNITS
  • EXP_LEVEL_VETERAN
  • EXP_LEVEL_ELITE
  • EXP_LEVEL_HERO
  • EXP_LEVEL_LEGEND
  • EXP_KILL
  • EXP_ATTACKER
  • EXP_VICTIM

Removed INI options
  • GETS_DOUBLE_CREDITS

Uppdatering: 26 sep, 2020 @ 3:45

Beta 12.4
  • When the AI builds a refinery in skirmish the free harvester is now bound to that refinery.
  • Fixed a problem wherein the Orcas changed their weapons in the GDI mission 72. Radar-Guided Missiles will have no effect on Orcas in this mission.

Uppdatering: 24 sep, 2020 @ 14:15

Beta 12.3
  • Updated to latest EA patch code.
  • Added an option to enable difficulty settings in skirmish this was needed because the base game will otherwise always use normal difficulty regardless what was selected within the UI. The new default value is Hard.

New INI options
  • SKIRMISH_DIFFICULTY_OVERRIDE

Uppdatering: 17 sep, 2020 @ 1:20

Beta 12.2